Showing posts with label weapons. Show all posts
Showing posts with label weapons. Show all posts

Saturday, August 23, 2025

We Really Underestimate The Effect of Guns in World/Chronicles of Darkness Games

The thing reared out of the darkness, fangs bared, and red eyes shining with an infernal light. It held vaguely to the shape of a man, but it stank of untold centuries, and the sight of it made you feel as if a thousand insectile legs were scrabbling at the inside of your brain, trying to escape. It took one step, then another, already thirsty for the hot, wet blood it could smell pounding through the human's veins.

Lisa was half-numb with terror, but her finger still tightened on the trigger. The Mossberg bucked in her hands, roaring as fire erupted from the barrel of her gun. The dragonsbreath round tore into the creature, and it shrieked with outrage, and pain. Lisa racked the weapon on instinct, and squeezed the trigger again. The second round blew off the creature's head, leaving nothing behind but a scorched neck stump, as the kindred who had seen centuries turn from the dark shadows of the world fell away to nothing but a cloud of burning ashes.

"No weapon forged by mortal hand, huh?" she said, her voice shaky as she racked a fresh round into her weapon, and slipped a few fresh shells into her gun.

Wait... they're packing what!? No, get me the hell out of here.

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High Caliber Strategy (Guns Are Lethal in This Game)


If you've played any of the games set in the World or Chronicles of Darkness, then you already know the sheer variety of nonsense these games have when it comes to the supernatural. From rampaging werewolves, to centuries-old bloodsuckers, to death-defying sin eaters, and iron-allergic creatures from another dimension, there's magic and monsters aplenty lurking in the dark corners of these modern games. However, we often get so caught up in the power plays between reality-bending mages and primordial creatures of darkness that we tend to forget the sheer, killing power of a modern firearm.

And I'm not just talking about vehicle-mounted military ordnance, here... regular, everyday guns can spell game over for even potent supernatural creatures who roll the dice and come out on the wrong end of a bet.


I talked about this a while back on Discussions of Darkness on the Azukail Games YouTube channel, but I feel like this really bears repeating here. In all versions of these games, firearms deal lethal damage as a rule. For those not familiar, there's bashing damage caused by punches and blunt force trauma that heals relatively quickly, lethal damage caused by guns, blades, and so on that is far more difficult to heal, and aggravated damage which is like using silver on a werewolf... aggravated damage usually makes a character dead in very short order. In the Chronicles of Darkness when you make an attack with a firearm you roll your Dexterity + Firearms dice pool, and add your successes to the weapon's damage rating to determine damage dealt. So if you're firing a rifle (4 extra damage) or a shotgun (3 extra damage), and you end up with a decent number of successes (say 3-4 of them) that's enough to drop someone into unconscious and bleeding out... and that level of damage can also cripple or kill a supernatural creature if they don't have proper protections against what's being fired at them.

The other thing that makes firearms so deadly is that they ignore a character's Defense (as long as the firearm isn't being used in melee distance). If you're being attacked in melee, or someone is throwing something at you, you have the ability to apply your Defense against that action, representing your ability to duck, bob, weave, etc. out of the way to slip punches, dodge blades, and so on. Firearms don't care about your Defense... the only thing that can save you from being shot is armor, cover, and some pretty powerful supernatural abilities.

I say this not because I want folks to think that firearms are a completely overpowered aspect of this game... but instead to realize that guns are a massive equalizer in a modern fantasy/horror game. And if your game is set in America, the land of Smith and Wesson, this is going to be something people run into quite a lot when they end up playing hardball.

A Literal Arms Race


Now, all of this is not to say that guns are an automatic win. For one thing, armor and shields rated for ballistic encounters (the sort of stuff you see a SWAT team roll up in) can allow characters to wade through a battlefield without substantial harm if they have a bit of luck. Secondly, you still have to be able to actually hit a target, and when it comes to distance, lighting, cover, dodging, etc., firefights can quickly become choking, nasty affairs... especially because so many of these games take place in cities and not in open, empty fields on bright days with clear sight lines.

Just as importantly, though, one of the major aspects of the World and Chronicles of Darkness is secrecy. While it is perfectly possible to roar up to an encounter dressed for a Texan wedding and ready to leave a few thousand shell casings in your wake, that sort of thing tends to get noticed in a big damn hurry... and that's exactly the opposite of what you want. Especially when you consider that the authorities have more guns, bigger guns, and there's a lot more of them than there are of you, the application of firearms tends to become far more strategic when you're trying to solve plot. Sure, you might keep a sidearm on you for personal protection, or wear a ballistic weave vest under your coat, but you aren't gearing up all the way just to go about your daily life.

This is a lot like how it's frowned upon to stomp around town in a fantasy RPG dressed in full plate and carrying bared steel. People in the modern world tend to get extremely nervous when someone in a full suit of tactical gear shows up to a grocery store with a shotgun over one shoulder, and a brace of flash bangs on their hip.

Move fast. Break stuff. Disappear.

However, it cannot be overstated that this is not a technology V. supernatural dichotomy. Because firearms being this widely available mean they're going to be in the hands of supernatural creatures and their servants, too. Whether it's gang enforcers who've been juiced up on a kindred's vitae, mortals sworn to fight and die in the service of a changeling, or a mage who has turned a gun into one of their ritual implements, the interactions of modern day weaponry with the supernatural can put you on a fast track to seriously bonkers (and deadly) encounters.

With that said, I feel it's important to understand that when the guns come out, that's when things get really serious in this game. Don't breeze into a room full of heavily-armed bruisers thinking you can take them because you're one of the game's main characters... all it takes is a little overconfidence and a few good rolls on the ST's part for your character to die of lead poisoning on the first round of combat, regardless of how long you've been banking your experience points.

Good planning and preparation is worth a lot... but there's a reason the monsters melt into the shadows when humans start tooling up and lighting their torches!

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That's all for this week's Crunch post! To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, June 24, 2024

You Can Weigh-In On Future Supplements For "Army Men: A Game of Tactical Plastic"!

It's been several months since my first RPG, Army Men: A Game of Tactical Plastic went live for sale! Since then we've seen the release of two supplements for it already; Army Men: Threat Assessments (which is full of additional monsters and creatures for your troopers to content with), and Army Men: Medals of Honor (which introduces the Medals System for rewarding players for their deeds done on the field, and introducing additional abilities). And while there's still one more supplement that should be coming out from Azukail Games soon titled Ungentlemanly Warfare: A Baker's Dozen of Booby Traps, I'm currently loading up my queue with fresh projects.

So I wanted to share some of the things that might be on the horizon for the resinous peoples of the Plastos Federation!

So grab your copy, and check it out for yourself!

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

Missions, Armory Updates, and More!


I recently pu up a poll on the Army Men Facebook group (which you should join if you want to stay on top of the game's developments, and make your voices heard!), and I tested the wind a little bit as to which direction folks were hoping to go. However, if you're here reading this update, feel free to leave your thoughts in the comments section below, or to reach out on social media to let your thoughts be known!

Top Option: Quick Play Scenarios


Even in the early stages of development, I knew that Army Men was going to need missions as one of its supporting supplements. Because while all the pieces are there for Game Masters to start running stuff in the world, nothing would flesh it out quite like providing some scenarios to help folks get a feel for play. It's one reason that I made sure the base book came with a starting mission, as well as some suggestions for additional hooks! However, I also know through putting together adventure modules like The Price of Iron (an introductory module about dark fey and strange promises), as well as The Curse of Sapphire Lake (the hate-child of Friday the 13th and Beowulf), adventure modules are one of those things that are a tough sell for the public... not only that, but they take a rather large amount of energy on my part as a creator. A time and energy-intensive project with minimal sales prospects is not a great way to light the fire of enthusiasm.

However, a suggestion that was made (and which folks seemed to support) was the idea of quick play scenarios for the game.

The idea is pretty straightforward. For those who haven't come across this kind of scenario before, it acts as a bare bones setup for an adventure, giving the general tools to the Game Master including maps, important NPCs, point buy layouts for gear (to represent standard, hard, and easier values). Game Masters are given a set of mission parameters and victory conditions, and then the squad is turned loose to see who wins, and who dies. All in all, where a standard adventure module will be anywhere from 7k to 10k words, a quick play scenario will probably only be 2k to 3k words... just the facts, and that's all you need!

To give this a real test run, I'm considering writing between 3 and 5 of these scenarios. That would give you enough to level up your squad (as you are supposed to level every 3 missions), or to level them twice if we include the introductory mission in the base book!

Secondary Option: Expanded Armory


While I did kick around several other options, including more detailed mission modules, guides to the various nations and their cultures, as well as expanded Exploits list, the second-largest amount of votes went to supplements that would expand the armory for players. It makes sense, after all, since the tools players bring onto the battlefield are one of the biggest resources they have to determine their success or failure.

Now, the base book already has a respectable amount of weapons, armor, and extra tools for players to utilize... however, I did have a number of ideas for supplements I could put together. The first would just be something like Army Men: Weapons Locker, with more options to go along with the standard, modern-ish feeling that most of the base book's weapons boast. This would have additional weapons, armor, and most importantly things like expanded grenades, along with the possibility of different ammuntion types that could give players a fresh, but limited, resource that would be appropriate to particular situations.

A second supplement, perhaps something like Army Men: Slings and Arrows, would deal with medieval weaponry and older types of weapons you might still find in the setting (either because the troopers in question are so old they remember when these were standard-issue, or as an extra challenge for missions where modern weaponry isn't as readily available, and players need to go Predator on the vespoids).

A third supplement, which could expand on the Experimental weapon descriptor found in Medals of Honor, would be full of high-tech (though largely untested) equipment options created in the laboratories of the various member nations of the Plastos Federation. In addition to the electric rifle found in that supplement you might find gyrojet weapons, cloaking generators, personal force fields, self-healing materials that repair damage to weapons and armor, or even stranger items!

It's All Up To You!


I've beaten this dead horse a lot recently, but it's something I like to remind people of. When it comes to the books I write, the games I create, and the supplements I work on, I'm not just doing this for my own personal enjoyment. While I like my job, I'm guided by what you, the readers and players out there, actually want to see from me! If there's something you all want to see more of, then that's the thing I'm going to pursue... and if there's something that doesn't have the support, then I can't really afford to spend my time tinkering with it.

So keep that in mind before you weigh in on what you'd like to see when it comes to Army Men. Because if you really do want to see this game expand, and you're looking forward to playing some missions at your own table, raise your voice and let me know! But if this isn't a game you're going to pick up, or if none of these sound like things you're interested in as a gamer, then I don't want to be working off bad data from what my audience wants from me going forward.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, September 11, 2021

Weapon Synergy: An Alternative to "Exotic" Weapons in Your Pathfinder Game

I've touched on a lot of different aspects of Pathfinder over the years. From spells, to skills, to character builds, to blow-by-blow playthroughs on campaigns, it seems like there's always something new to talk about. This week I wanted to focus on something that's always bothered me because it's both a limiting factor on mechanics, but also because it's one of those times where the mechanical limitation juts up so high that I can't cover it over with story reasons to make it blend into the background.

So today we're going to talk about "exotic" weapons, why I don't think they work, and some ways to adjust this for your game.

One man's exotic is another man's common.

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Let's Talk About "Exotic"


Folks who've been watching the development and changes in RPGs for the last little while have no doubt noticed there have been attempts to stop the use of "race" to differentiate between creatures, and to try use words like "species" instead. I'm doing this myself in my Species of Sundara series (the elf book is out for Pathfinder Classic and DND 5E for those who haven't checked it out yet). However, a lot of designers are digging deeper, and trying to find ways to change both the mechanics as well as the language we use to be more inclusive, and to leave behind older terms and ideas that have baggage attached to them.

I'd argue that "exotic" weapons are worth looking at for this reason.

Some weapons are more "exotic" than others.

There's a long list of exotic weapons in Pathfinder, and it covers everything from firearms, to sleeve launchers, to whips. However, as you look through the list, certain commonalities in general weapon type start cropping up. Weapons in this category tend to be associated with a certain species, or associated with a certain culture. And while one can argue that weapons that aren't widespread, or which require specialized training to use should be restricted, the problem comes with the use of the word exotic, and with how it may or may not apply to the story you're telling, and the background a character has.

Because at the end of the day, a lot of the weapons we see in these charts are very similar to one another in practice and use. The techniques for using a bastard sword aren't all that different from the ones involving a katana, a tetsubo and a greatclub are close enough that they probably couldn't legally get married, and the difference between a rope gauntlet, a cestus, and a standard gauntlet are so small as to be nearly laughable. The separation between them seems to be pretty arbitrary, and all it does is frustrate players, or force them to find workarounds to get the proficiencies they want, often at the expense of necessary resources.

So how do we make this more amenable without just throwing the baby out with the bath water?

Weapon Synergy


If you played Dungeons and Dragons back in the days of 3.5, chances are you remember the idea of skill synergy. Basically it said that, because you have been trained so well in skill X, and skill X is similar to skill Y, you will receive a bonus to represent this transfer of ability and knowledge. It was an idea that got left behind, but I think it could be reused to what I'm calling Weapon Synergy.

This feels unusual... but not all that unusual.

The idea behind this mechanic is that if a character is proficient in a particular weapon (or even armor) that is similar to a rarer or more unusual weapon, then that skill and ability transfers over. So if you're already proficient with the short sword, for example, then you would also be proficient with the wakizashi, gladius, and any other weapons of a similar style and type where the techniques and training would transfer relatively easily. The scimitar transfers over to the cutlass, the saber, etc. for the purposes of mechanics. If you are already proficient with both the sickle and the longsword, then a temple sword may take some getting used to, but not that much. If you're already familiar with punch daggers, then an ax gauntlet or a scissore isn't really that much different.

You could, if you wanted to, limit this feature so that players can only claim a certain amount of synergies at a time. Perhaps they only get 1 per so many points of Base Attack Bonus (every odd number seems fair), with additional bonuses from those who receive the Weapon Training background. Maybe they take a -1 instead of a -4 when using the synergistic weapon rather than the type they trained with. Those are just suggestions off the top of my head, but generally speaking, I don't see being able to use a wider variety of gear to be that much of a problem for the average game.

Whether you choose to limit it, or have it apply across the board, this idea can save you a lot of frustration when it comes to letting your players really untie the limitations placed on what they can and can't fight with. Because while some weapons have fun abilities or unique bonuses, none of them are so game breaking that allowing them to be used without spending a precious feat slot first will break the game.

I say this on behalf of everyone who's wasted a much-needed slot so they can one-hand a bastard sword.

"Uncommon" Instead of "Exotic"


The other thing I'd suggest is to use the category of "uncommon" weapons instead of "exotic". Because as I pointed out above, if you look at a lot of the exotic weapon choices (aside from things like the whip, the net, etc.) you basically have a weapon list that centers humans from a Western(ish) European setting as the default normal. And if a weapon or fighting style falls too far outside of that baseline, it trips and falls into the "exotic" category.

And the question that never seems to get asked is, "Exotic to whom, exactly?"

While I advocate using uncommon weapons as a designation, I would also suggest that this category should fluctuate based on where a game takes place, and where a character is actually from. Because if you have a character who was raised and trained in a particular culture, or by a particular species, then that would actually flip-flop what they consider to be normal and exotic. A noble warrior from an Eastern-inspired nation may never have seen the equivalent of the Dane ax with its 1d12 damage, but the katana would be the weapon he was trained to fight with, and to carry as his sidearm. Someone raised by orcs, or elves, or gnomes, might find the weapons and fighting styles of their adopted family and community came more naturally to them. And so on, and so forth.

This requires a lot more work on your part as a GM, and it means you need to communicate more with your players. You could even, if you wanted, have them trade proficiencies based on their unique backgrounds so they are customizing their history instead of using their backstory to just get free proficiencies that others at the table don't. But with so much of our games wrapped up in violence and the threat of violence, what our PCs bring to the battlefield matters. And there are so many fun, unique character concepts that people have just left behind because it took too many resources to make the more "exotic" choices work in their games.

Lastly, while we're on the subject of "exotic" weapon builds, my Tips For Building a Whip-Wielding Swashbuckler just got itself a facelift. If you want to see some of the gymnastics you have to go through to really crank up some unusual weapon choices, this guide makes a pretty good case for it in my opinion.

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That's all for this week's Crunch topic! For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio! Or if you'd like to read some of my books, like my alley cat noir novel Marked Territory, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now on Pinterest as well! And if you'd like to help support me and my work, consider Buying Me A Ko-Fi or heading over to The Literary Mercenary's Patreon page to become a regular, monthly patron! Even a little bit of help can go a long way, trust me on that one.

Saturday, November 14, 2020

Who Are The Famous Brand Names and Merchants in Your Setting?

Polyhurdis hefted the steel, getting the balance of it. He held the blade up, looking down the edge and the flat to see how straight it was. He swung it, forehand and backhand, his wrist rolling and making the steel whistle through the air.
 
"And as you can see, Sir, it still has the mark of the Berthas forge there on the blade," the merchant said, smiling a wide, obsequious smile. "A fine weapon to sit on the hip of a warrior as skilled as yourself."
 
Polyhurdis thumped the blade with his finger, and held it to his ear. He sneered, and tossed the sword at the steel merchant, who fumbled to try to catch it.
 
"Polishing pig iron doesn't make it crucible steel, fool," Polyhurdis said, turning his back on the sword seller. "Save your lies for someone who can't tell the difference between a sword and a plowshare."
 
Try to cheat me again, and I'll split your skull with that dolled-up prybar.

Brand Names, Maker's Marks, Guilds, and Companies


World building is not an easy thing to do, and all too often we will just overlook or ignore parts of it that we don't find fun, useful, or immediate. However, if you're looking for a unique twist to put on your setting that will affect both the players' experience of your world, as well as how they think about everything from their weapons and armor to the brew they order down at the tavern, it really helps to consider merchants, guilds, and the idea of brand name products or services in your setting; because everyone is looking to protect their methods, their secrets, and their good name.

Yep, looks like this is genuine Arisban steel. That changes things.
 
Consider some of the following examples
 
- When your dwarven sellsword bellies up to the bar, does she just order an ale? Or does she ask if the keep has Red Mountain, bottled and sold by the Rolling Hill clan?
 
- When your swordsman is looking to upgrade to a masterwork blade, do they just want a +1 to hit, or do you give them a choice between weapons forged by the artisans at Garrus Foundry and the Crimson Mark Forge, each of which are considered some of the finest in weapon craft?
 
- If the wizard comes across a potent protective medallion in a dungeon is it just a magic item, or is there a mark on the inside lip bearing the sigil of the Averdius Acadamae, a school so famous for its craftsmanship that though it's a thousand years in the dust it is still considered the standard to which enchanters should aspire?

Brand names, company reputations, or even items that are manufactured only with a guild seal-of-approval can all add to your setting. Whether it's just a cool background detail, something used as a signifier of status, or a clue as to the origin of a particular piece of treasure, these make your game's world feel more organic.
 
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You Can Make It As Important As You Want


The thing with notable manufacturers, companies, brands, guilds, etc. is that you can make them as big of a deal (or not) as you want them to be. For example, in my post "Secrets of The Viking Sword" is a Documentary About How To Make a Masterwork Weapon, I talk about the Ulfbehrt swords. These were some of the highest quality swords ever wielded by Norsemen during the Viking age, and when compared to iron age blades they would have been seen as just this side of magical. As such they were a huge symbol of both status and prowess, and someone who carried an Ulfbehrt sword was, generally speaking, not someone you wanted to screw with.

I'm just saying... maybe we should try Diplomacy...

If all you want for your famous manufacturers and trusted brands to do is act as signs of quality while sitting in the background, you can leave it at that. However, you can take it a step further and use these brands as plot points, or even a way to outfit your party if you so desire.

As far as plot goes, let's return to the example of the Ulfbehrt sword. Only a select number of sword smiths knew the secret to making them, but there were a lot of individuals who were making knock-off blades that were average quality, but had a faux maker's mark on them. The Viking equivalent of that $10 Rolex you got from a guy selling stuff off a blanket in the Bronx. If there's a plague of knock-offs being sold and traded in the city, it could be eroding confidence in a particular foundry's name and product. As such, they'd make an ideal client for a party of investigators tasked with finding out who is creating this flood of substandard steel so they can be stopped.

And as for outfitting your party? Well, as Factinate points out, ancient gladiators often endorsed products the same way that professional athletes do today. So if your party did a great service, or achieved celebrity in some way, then you could probably skip giving them gold in lieu of giving them gifts from noted brands, merchants, or guilds. If the PCs accomplished something very publicly, such as winning a tournament, or defending an important member of the gentry, they might even receive a uniquely commissioned gift from said guild, merchant house, etc. Or even if you were doing something smaller, such as taking on freelance jobs for a guild, part of the reward for service might be that they provide the party with an operating budget, giving them access to an armory, transportation, places to stay, access to guild facilities, etc.

This approach helps remove all the coin counting and hauling around huge amounts of gold, but without cutting into your adventuring budget. Additionally, for those who are looking for some premade additions to their game they can slot into the background, you may wish to check out the following supplements by yours truly:

- 100 Merchants to Encounter: This one is Electrum verging on Gold at time of writing, and while there are a lot of independent merchants and caravan drovers, there are more than a few franchise holders and larger businesses in here as well.

- 100 Fantasy Guilds: A Silver seller that was quite popular when it first dropped, these guilds cover a wide range of trades and manufacturing that might crop up in your game. From arms and armor, to spells, bookbinding, spices, mining, and more, it will save you a lot of work in plotting your setting's corporate influences!
 
Also, consider checking out an old favorite from Dungeon Keeper Radio... Vanguard Tower Shields!
 

 

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That's all for this week's Fluff post!

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my alley cat thriller Marked Territory, my sword and sorcery novel Crier's Knife or my recent short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Sunday, September 24, 2017

What Is Your Character's Everyday Carry? (And What Does It Say About Them?)

Whether you think about it or not, you have an everyday carry allotment. For those days when you're just walking around, you have your phone, your keys, your vape, some chapstick, and a couple of bills in your money clip in case you need to pick up something small and you don't want to futz with your debit card. If you're going to work then you'll have your ID, a box cutter, the necessary thumb drives to hold and transport data, and maybe a half pack of caffeinated gum to get you through the day on top of all that other stuff.

Now, ask yourself if you would bring all your camping essentials with you if you were just going into town to do some shopping. Since the answer was probably no, ask why your RPG characters often do.

Where am I going? Just down to the tavern for a few drinks... why?

Think About What You're Carrying (And How)


While not every game has encumberance penalties (and not every group who plays games that do give them much attention), there comes a point where you should look at your inventory and ask how the hell your character is hauling around all this stuff. And, more importantly, you should ask why that character is bringing everything with them.

Sometimes this is an easy question to answer. Your party is on deployment in enemy territory, so they have a full complement of field gear including weapons, armor, healer's kit, field alchemy kit, spell components, ammunition, rations, and all the other things you need when you're far from civilization and surrounded by potential threats. But what if you're not? What if you're on a well-traveled road just going from one town to another on a day trip? Or if you're in a major city where someone clanking around in full plate who is not either part of a military parade or a tourney is going to get a lot of strange looks?

What? You guys don't do casual Fridays?
No one wants to get caught off-guard without their armor, shield, or weapons, but it's a good idea to put together two or three different equipment sets so you can easily do record-keeping for different situations. The first set is for when your adventurer is loaded for bear, and they look like one of the iconic Pathfinder characters (which is to say epic as hell, just don't ask how hard it is to sword fight with a bow over your back). The second is their casual carry, or their walking-around look. Because while Hervath Brightblade might feel most comfortable in a hundred pounds of steel atop his trusty charger, he makes do with a short sword, a chain shirt under his tunic, a Ring of Protection, and a Ring of Force Shield when he's just walking around town, or making deals with merchants. And the third sheet is for when you're going to an event where you're supposed to be on your best behavior. The kind of event where you'll be wearing silk instead of wool, and where even wearing a belt knife could be seen as offensive behavior.

Creighton Broadhurst had more thoughts about this in What's in An Adventurer's EDC? if you want to do further reading on the subject.

The Details Can Lead To Character Development


On the one hand, the idea of everyday carry might look like a way to make player characters vulnerable. After all, if they're not rocking their full bonuses, or carrying their deadliest weapons, then that means they're swinging at less than full-strength if the bad guys choose to show up with their whole crew to make a move on them.

This happens fairly frequently, too, since plots where characters have to blend in at the opera, or attend a ball being thrown by the duke, tend to use exactly this limited equipment ploy to make encounters more difficult. On the other hand, though, by making players remember that their equipment exists beyond numbers on their sheet, and bonuses to their attack and defense, you can end up making important character decisions.

I shall go bare-chested. That will make them think twice about attacking me.
As a quick for-instance, let's revisit Hervath. He's used to heavy armor, a mace, a sword, and a shield, but he was trained for war. He recognizes that showing up in full battle dress can send the wrong message if he's among the civilian populace. Not only that, but it's just cumbersome and awkward eating a sandwich in full armor.

The decisions he makes next say things about him, as a character, though.

For instance, has Hervath's experience taught him that there is no such thing as true safety, so while he foregoes his full plate and heavy shield, he still keeps enough magic and weapons on his person to fight his way free of any ambush? Alternatively, does he trust in the city's walls and the presence of a respected town guard to ensure his safety while he goes to the tavern, so he only takes the minimal precaution of wearing a long dagger, and keeping his ring and amulet on for protection? Or is he so confident in himself that he foregoes protections, not because he trusts the city to be safe, but because he expects his reputation to armor him? And if that is the case does he carry his signature sword, prominently display his crest, or make some other effort to announce to those who catch sight of him just who he is, and why they shouldn't fool about with him?

Does your character feel naked without their field gear, or do they feel relieved? Do they feel out-of-place if they are unarmed, or unarmored, even if they aren't worried about their safety? Do they behave differently when they have a tower shield strapped to their arm, and a morningstar in hand, than when they're facing down a crowd of braggarts on a street corner, or dealing with an unexpected assassin at court?

The answers to all of these questions might change over time, as characters gain in experience, and learn new habits both good and bad. Pheanor Hardchilde may have been unsure about expending any of her arcane energies unless she was sure she, or others, were in danger when she was a fresh-faced academy graduate, but after her adventure in the Crannoch Chasm, she always has several protective magics active on her person no matter how safe her surroundings are. On the other hand, Brenden Blaze was touchy enough that he'd kill a man for speaking out of turn to him. After looking into too many sets of wide, staring eyes, though, he leaves his guns at home when he goes to town, and only carries a dagger. He can make it all kinds of lethal, if he needs to, but he always uses his mouth before he reaches for a weapon whenever he has the chance.

What equipment your character carries says a lot about them. When they carry it, and what they refuse to leave behind, says even more. So think about what stays on their person, and what they leave in their room at the inn the next time you're at the table.

Also, since we're talking about gear, take a listed to Razor Jack's top five pieces of overlooked adventuring gear for Pathfinder. It's an entertaining little episode, if you haven't checked out Dungeon Keeper Radio yet.



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